I would really like to die lithe: the beast had a quick journey

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Ready for the next task in Dying lithe: beast? See you on the other side of the map in about … ten minutes? Fifteen? Really, however a long need to get on foot or a car, because Dying lithe: beast He apparently hates comfort and wants Kyle Crane to suffer more than him.

No quick travel Dying lithe: beastThe latest entry in a long series of adventures related to the murder of the Zombie FPS is undoubtedly intending to encourage exploration, but everything he does for me encourages frustration. Even after a careful consideration of the reasons why this zombie survival game in the open world should not Have a quick travel option, flat every fall – just like Kyle Crane, when I hurry him from the building.

For example, you can argue about it BeastParkour is amazing and I would agree with all my heart, but that does not mean that I want to run, jump and climb All the time. TRUE, Dying lithe: beast It offers cars that I can employ, but vehicles, access to the road and fuel supplies are confined. And I would agree that you come across modern locations makes the game in the open world intriguing, but when you traveled the location several times, there was little to discover.

Photo: Techland via Polygon

After my first visit to the city’s city zone, I have an impression Dying lithe: beast He deliberately increased travel time, distracted objective locations under the same tasks. When one of the side tasks directed me to the murky zone in the Old Town, I opened the map, looked for the nearest car, found it, I went to the ancient town, ran out of fuel, I opened the map again, I drove the rest of the road, and ultimately I had a wonderful time from the zombie of the murky zone – only to say that the next assault deliberately assigned to the other hand.

I have to confirm this Dying lithe: beast There is no largest map ever seen in an open world game, but this is all the more a reason to argue in favor of a quick journey; If his absence worries me on a smaller map, it would certainly bother me bigger.

Of course, this would aid plan the goals of the task in a specific order, but are we really talking about “encouraging exploration” if I feel forced to reduce travel time? It sounds more like I was “reduced inconveniences” as much as possible. In addition, if I feel invested in the story and I want to know what is going on (what is good, Techland!), I don’t do it to want To first achieve other tasks.


Landscape in the dying light: beast.
Photo: Techland via Polygon

There is only one reason why I can think about preventing quick travel: you don’t get an straightforward starting route. And I have to admit that I would not like to miss a diminutive heart attack that I feel as soon as the night falls – but they are certainly about this bypass. For example, quick travels from murky zones can be prohibited or quick travel points can be set outside unthreatening zones, which forces you to run through the darkness before reaching security. Maybe even better Dying lithe: beast It can allow a quick journey between quick travel locations to shorten travel time without immediate teleportation option.

There are many additional corrections to maintain a sense of realism and exploration of the open world. Fast journey may be confined to vehicle revival points, for example, money costs in the game or interrupted by random meetings (chance of attack by unexpected devils). Of course, it is reasonable to unlock modern quick travel points After Discovering their surroundings.

Perhaps the strongest argument for quick travel is, however, the choice: even with the implemented quick travel system, players who prefer to travel only on foot, and by car they would still have such an option, while players with less time to play or less wanting to drive and parkour can spend this time in other classes in the game. In my opinion, this is a real sense of freedom that should be expected from playing in the open world.

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